Why is this even a question? How else are you going to get your sculpt into the game?
Maybe it seems like Zremesher would be good enough. You could use it in your retopo workflow but it still requires a good understanding of the topology needed for character animation.
Why is this even a question? How else are you going to get your sculpt into the game?
Maybe it seems like Zremesher would be good enough. You could use it in your retopo workflow but it still requires a good understanding of the topology needed for character animation.
If you are considering remote/contract work, in my experience, usually all they do is retopo and texture baking. And the fun sculpting part is done by in house artists. This is mostly because the artist direction and iteration loop is faster to do in house. And the retopo and baking is just technical work.
And Zremesher is pretty good for static models, but models that need to be animated need more thoughtful topology.
As far as any studio is concerned, you are not a character artist unless you can model, uv, and texture said character in a standard 3d app. Zbrush is a concepting tool, and sculpting tool. I would never accept a zbrush only reel for a 3d modeler position.
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Maybe it seems like Zremesher would be good enough. You could use it in your retopo workflow but it still requires a good understanding of the topology needed for character animation.
We have some of that info here on our wiki
http://wiki.polycount.com/wiki/Topology#Principles_of_Topology
Yes, definitely.
And Zremesher is pretty good for static models, but models that need to be animated need more thoughtful topology.
And UV unwrapping is also required.
As for texturing, some workflows are even following VFX in that some details that would have been in the sculpt are now done at the texturing phase.
http://wiki.polycount.com/wiki/PortfolioContents